

#ifndef __C_OCT_TREE_TRIANGLE_SELECTOR_H_INCLUDED__
#define __C_OCT_TREE_TRIANGLE_SELECTOR_H_INCLUDED__

#include "CTriangleSelector.h"

namespace irr
{
    namespace scene
    {

        class ISceneNode;

        //! Stupid triangle selector without optimization
        class COctTreeTriangleSelector : public CTriangleSelector
        {
        public:

            //! Constructs a selector based on a mesh
            COctTreeTriangleSelector(IMesh* mesh, ISceneNode* node, s32 minimalPolysPerNode);

            ~COctTreeTriangleSelector();

            //! Gets all triangles which lie within a specific bounding box.
            void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, 
                const core::aabbox3d<f32>& box, const core::matrix4* transform=0);

            //! Gets all triangles which have or may have contact with a 3d line.
            virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
                s32& outTriangleCount, const core::line3d<f32>& line, 
                const core::matrix4* transform=0);

        private:

            struct SOctTreeNode
            {
                SOctTreeNode()
                {
                    for (s32 i=0; i<8; ++i)
                        Child[i] = 0;
                }

                ~SOctTreeNode()
                {
                    for (s32 i=0; i<8; ++i)
                        delete Child[i];
                }

                core::array<core::triangle3df> Triangles;
                SOctTreeNode* Child[8];
                core::aabbox3d<f32> Box;
            };


            void constructOctTree(SOctTreeNode* node);
            void deleteEmptyNodes(SOctTreeNode* node);
            void getTrianglesFromOctTree(SOctTreeNode* node, s32& trianglesWritten, s32 maximumSize, 
                const core::aabbox3d<f32>& box, const core::matrix4* transform,
                core::triangle3df* triangles);

            SOctTreeNode* Root;
            s32 NodeCount;
            s32 MinimalPolysPerNode;

        };

    } // end namespace scene
} // end namespace irr


#endif

